YouGroove Posted April 3, 2014 Author Share Posted April 3, 2014 Texture in the back end wall seems blurry or low res ? it's DOF shader ? What main shaders do you use ? Diffuse only, Diffuse +specular , normal+specular ? The floor could have a normal map perhaps. Do you plan some Glow map shader use for some lights on floor or some level parts ? Gorgeous hangar, reminds me Star Wars Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Michael_J Posted April 3, 2014 Share Posted April 3, 2014 no DOF--I texture/map by using more detail where the camera will be, and less where it won't. This usually offers a DOF-like effect. Right now they're just Diffuse+norm+spec. The spec and normal maps were done in about 1 minute each, so they're not very defined yet. Basically just making sure everything works right now Thanks... Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
YouGroove Posted April 6, 2014 Author Share Posted April 6, 2014 Sci Fi dungeon making 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Michael_J Posted April 9, 2014 Share Posted April 9, 2014 A little Rogue System engine integration WIP video. Nothing fancy--just showing the basic functions so far... 6 Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
Christian Clavet Posted April 9, 2014 Share Posted April 9, 2014 Micheal, the modeling work on these is excellent! I love the design! 1 Quote Link to comment Share on other sites More sharing options...
Michael_J Posted April 9, 2014 Share Posted April 9, 2014 Cheers. Thanks for that It's quite a nice change from hardcore racing sims where I didn't have any creative license--the tracks had to look precise, the cars had to look precise, etc., etc. With this--it's my world and I can do what I want 2 Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
f13rce Posted April 15, 2014 Share Posted April 15, 2014 Working on the networking at the moment for Grievous Grounds using RakNet: Filmed with my phone because I had to film two different computers. Video quality doesn't look to bad I think. 4 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
Michael_J Posted April 16, 2014 Share Posted April 16, 2014 Just did a QUICK triple head display test at 5760x1080. I was averaging about 70FPS, which I don't think is too shabby considering the optimizations both Josh and I want to do respectively. I didn't set a proper FOV so the side displays are stretched a bit. Later, I plan on a proper implementation with 3 cameras (one for each display) that can be independently adjusted. Here's a lower res shot of the test though--this one taken from within the cockpit looking back at the closed entry hatch: 6 Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
DudeAwesome Posted April 16, 2014 Share Posted April 16, 2014 Michael_J nice work but for next images could you increase the gamme a bit? I have to set my screen to solarium to see what it shows Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
BES Posted April 17, 2014 Share Posted April 17, 2014 Michael_J ..I love your progress, something I would play, just from the detail of the ship interiors... great job! Just looking at the quality work other people put into their projects tell me I have a while to go now.. been trying all sorts of things ..each thing ending in some sort of failure due to my limitations ..mainly in the programming area.. Example, it took me two days to set up this main menu screen, with moving asteroids, a sun that has some moving effects, menu buttons have effects when you hover over them..when you click on certain ones a new menu will slide into view...etc : http://www.pasteall.org/pic/show.php?id=69955 (click the pic anywhere if you want to zoom) But after I published a demo none of the buttons respond like they are supposed to ..when mouse hovers over them..haha ..very frustrating.. NOTE: I am not asking for help ..just noting that others seem to be able to do things better and faster Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
DudeAwesome Posted April 17, 2014 Share Posted April 17, 2014 ... it took me two days to set up this main menu screen... yeah thats coding its just important to keep going and motivate yourself or you never learn something new. nice menu btw. keep going! Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
Michael_J Posted April 17, 2014 Share Posted April 17, 2014 Cheers, BES. Nice work from you, too... Believe me--I know what you're talking about Some days nothing ever seems to go right. About all you can do is, as Dude suggested, keep yourself motivated and just press on. Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
BES Posted April 17, 2014 Share Posted April 17, 2014 yeah thats coding its just important to keep going and motivate yourself or you never learn something new. nice menu btw. keep going! Cheers, BES. Nice work from you, too... Believe me--I know what you're talking about Some days nothing ever seems to go right. About all you can do is, as Dude suggested, keep yourself motivated and just press on. Thanks guys, this is what happens when clicking on the options button in the menu, this new one slides into place, while keeping the nice space view, can select resolutions from 800x600 all the way to 7680 x 1600 and choose between mouse, keyboard, mouse and keyboard, PC Gamepad, Joystick, steam controller, and Xbox controller: http://www.pasteall.org/pic/show.php?id=69958 Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
YouGroove Posted April 20, 2014 Author Share Posted April 20, 2014 Finishing the boss gameplay for mini game of the month. This will be a ShootEmUp kit, good to learn gameplay and basic scripting. 2 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
f13rce Posted May 3, 2014 Share Posted May 3, 2014 (Almost) Everything is working as it should be Unit control, chatting, combat, purchasing units and items via the store and more! I think it's time for some 3D models instead of these placeholders 6 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
Michael_J Posted May 8, 2014 Share Posted May 8, 2014 Just a quick vid mainly to show the completion of the Leadwerks 3.1 engine integration. All the key elements that were in the old engine are back, except for the system displays (which will come from Noesis). Next up is Noesis integration 4 Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
josk Posted May 11, 2014 Share Posted May 11, 2014 A Small video showing the start of a game I'm working on, it will be a turn based strategy game. 2 Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
gamecreator Posted May 11, 2014 Share Posted May 11, 2014 Nice. I wonder though why you click the destination and then the unit every time. Quote Link to comment Share on other sites More sharing options...
josk Posted May 11, 2014 Share Posted May 11, 2014 There's a check in there at the moment that stops a unit moving twice. The plan is you have a number of points to spend on your forces so once a unit is activated it will stay active until you pick another unit. 1 Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
Shadoh Posted May 12, 2014 Share Posted May 12, 2014 Voxels!! Need some help with this: http://www.leadwerks.com/werkspace/topic/9701-best-way-of-handling-a-changing-model/ 2 Quote Link to comment Share on other sites More sharing options...
Brutile Posted May 13, 2014 Share Posted May 13, 2014 I too am fiddling around with a voxel game Haven't gotten around to adding and removing tho, but I think you can use surface->Clear(), then rebuild the surface of the mesh BTW how do I upload images? 1 Quote Link to comment Share on other sites More sharing options...
josk Posted May 13, 2014 Share Posted May 13, 2014 When you reply to a post, next to post there is a 'More Reply Options' button. You can upload an image or put a link to an image. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
Brutile Posted May 13, 2014 Share Posted May 13, 2014 Hope this works 3 Quote Link to comment Share on other sites More sharing options...
Shadoh Posted May 13, 2014 Share Posted May 13, 2014 I too am fiddling around with a voxel game Haven't gotten around to adding and removing tho, but I think you can use surface->Clear(), then rebuild the surface of the mesh BTW how do I upload images? Thanks, I'll give it a try when I get home Yours looks nice, do you use Surface->Update(); or just Surface->UpdateAABB();? My Normals don't seem to turn out correctly if I only use UpdateAABB(). What kind of view distance do you run? Quote Link to comment Share on other sites More sharing options...
Brutile Posted May 14, 2014 Share Posted May 14, 2014 Thanks, I'll give it a try when I get home Yours looks nice, do you use Surface->Update(); or just Surface->UpdateAABB();? My Normals don't seem to turn out correctly if I only use UpdateAABB(). What kind of view distance do you run? Thanks man I use: surface->Update(false); model->UpdateAABB(Entity::LocalAABB | Entity::GlobalAABB); The view distance on that shot was 30x30 chunks at 16x16x64 each, but it doesn't run smoothly. Mostly because the surface->Update() and model->UpdateAABB() are quite slow. The code to generate the mesh is around 0-1 millisecond and the updates are around 10 milliseconds or more, so nothing much I can do at the moment about that Quote Link to comment Share on other sites More sharing options...
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